Canfield -> Canfield-Staging

Partially fixed issues that Patrick identified:
- The ticks per milliseconds calculation was wrong in multiple integration tests (but not in sprint 1 or the primary game application)
- The millis per tick constant should be a long
- Commented out the frame limiter code in most integration tests, which wasn't working anyway. Using it causes the game to become very jittery. We'll need to research this further - the jitter is likely because the movement values are incorrect for the FPS.

I didn't touch the Sprint 2 application, since that was a deliverable.

We should add the frame limiter in the future, or something similar, since currently our game may now run at different speeds on different computers (i.e., the world.update method may be called at different rates). The libgdx library prevents it from being called as fast as possible, which is probably why we didn't notice this problem before.